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Posted: Wed Aug 27, 2008 6:03 am
by PhilsEmpire
Lol, this makes me sad about my own map!
Posted: Wed Aug 27, 2008 8:15 am
by STORMnl
@ condor,,,,do you have a homepage???
Posted: Mon Sep 01, 2008 10:20 am
by Condor
Rookie One.pl wrote:Condor wrote:At the moment I only have a Vista-64 OS so I can't run MOHAA (Can't load OpenGL Subsystem error etc.), so I can't test the script,
Update your video card drivers (from the internet, don't install the ones provided on a CD with the card), guaranteed to help.
I tried this a couple of times and it wont work with my GF 8800. I've got a XP PC now and I think it will work.
@ condor,,,,do you have a homepage???
Sorry, I dont have one. I still have an empty Limacity webspace, but I have no idea what I could put there except my 3ds renderings, maps and programs I wrote. I rather release them in forums using imagehosters and rapdishare

Posted: Sat Feb 07, 2009 9:37 pm
by Condor
Update:
Now as the first term of my studies has ended I have some spare time and can continue building my map

I moved to munich where I went by subway trains a couple of times every day to get to the university, so I received new impressions about tunnels, stations, trains etc.
Finally I decided to keep up the concept of moving tunnel modules, but I think it's better to redesign the tunnels. I also used a different rail profile, which looks more realistic. Due to performance optimizing I seperated the sleepers from the tunnel modules, so I need not more than 25% of the sleepers I used in the old version of the map:

Posted: Sun Feb 08, 2009 9:04 am
by STORMnl
any news about this map,,,,it to good to not finish it
Posted: Tue Feb 10, 2009 2:38 pm
by Rookie One.pl
Man, I really am looking forward to playing this. Nice to see something fresh.
Posted: Thu Feb 12, 2009 1:50 pm
by Condor
Rough tunnel architecture is done, next things to do are details, decor, trains, lighting, scripts and some concept about performance saving sleepersystem.
Edit: New signals. Just 4 or 5 faces per signal, not 20 or more like the old signals.
Textures are from cg-textures.
Posted: Fri Feb 13, 2009 9:23 pm
by Condor
Posted: Fri Feb 13, 2009 10:53 pm
by Rookie One.pl
Nice!
I do hope it's not going to be Spearhead-only.
Posted: Fri Feb 13, 2009 11:40 pm
by Condor
No, I don't need the SH textures as I use many textures from CG-Textures

At the moment I use SH for testing by custom. Hey, it is the only one of the 3 games with a link on my desktop since we began playing MOH on LAN-Parties

Posted: Sat Feb 14, 2009 9:34 am
by STORMnl
looks very cool,,,
make the tunnels not to dark
Posted: Sun Feb 15, 2009 11:50 am
by Condor
It works in MOHAA and MOHSP finally, but you can have a look at this map yourself:
http://rapidshare.com/files/198336409/UBRide.zip.html
Tunnelsegments pop in playing in AA, no matter which farplane I choose. And by the way, AA does not support the same farplane commands as SP...this is really annoying. And AA f***s around with jpeg and targa
It works for SP, too. There's another .pk3 with a sp-only script inside, so you can enjoy the real tunnel feeling
What is done:
- Tunnel
- Wide parts of the script
- Lighting
- Texturing
What is not done yet:
- Sounds
- Train
- Balancing
- Performance check
Please tell me if it runs smooth on your system or not, or if it works anyway

ok well...
Posted: Tue Feb 17, 2009 12:34 am
by 1lynx1
ok well.... i hope you can fix download as it is not letting me dowload it :S
Cheers,
Ed - Lynx
Posted: Tue Feb 17, 2009 3:28 am
by 211476
link works here man

Posted: Tue Feb 17, 2009 10:03 am
by Condor
I've seen that rapidshare sometimes "has no free download slots", so you can download it from
http://www.megaupload.com/?d=1HZV5KEI